You can get your hands on the digital edition of J.M. McDermott's Maze for only 0.99$ here.

Here's the blurb:

From every corner of time and space, sometimes people go missing without a trace. They never come back.Get lost in the long stone halls of the maze with the ones that find each other, form tribes, scrape out a life from rocks and sand. Their stories interweave. Maia Station is a scientist ripped from stasis, but she has no tools to test the way things are. Instead, she raises her daughter as best she can and survives. Wang Xin once had his head dipped in water, and a djinni in the water entered his eye. He sees the future, exactly as it was supposed to be if he hadn’t seen the light, but it does him no good in the life he has. In a world much like our own, Joseph comes home from a ten year high school reunion and encounters a light in the darkness. The light speaks.My name is Jenny. Put me in your lung.Breathe deep.

You can download Dan Simmons' Children of the Night for only 4.99$ here.

Here's the blurb:

An evil legacy comes to life in this classic and ultimately human novel about believable vampires, featuring a brand-new introduction by Dan Simmons. Children of the Night will take you to a place that no one knows--yet all of us fear.In a desolate orphanage in post-Communist Romania, a desperately ill infant is given the wrong blood transfusion--and flourishes rather than dies. For immunologist Kate Neuman, the infant's immune system may hold the key to cure cancer and AIDS. Kate adopts the baby and takes him home to the States. But baby Joshua holds a link to an ancient clan and their legendary leader--Vlad Tsepes, the original Dracula - whose agents kidnap the child. Against impossible odds and vicious enemies- both human and vampire - Kate and her ally, Father Mike O'Rourke, steal into Romania to get her baby back.

You can now download Glen Cook's The Tyranny of the Night, first volume in the Instrumentalities of the Night, for only 4.99$ here!

Here's the blurb:

Welcome to the world of the Instrumentalities of the Night, where imps, demons, and dark gods rule in the spaces surrounding upstart humanity. At the edges of the world stand walls of ice which push slowly forward to reclaim the land for the night. And at the world's center, in the Holy Land where two great religions were born, are the Wells of Ihrain, the source of the greatest magics. Over the last century the Patriarchs of the West have demanded crusades to claim the Wells from the Pramans, the followers of the Written. Now an uneasy truce extends between the Pramans and the West, waiting for a spark to start the conflict anew.Then, on a mission in the Holy Land, the young Praman warrior Else is attacked by a creature of the Dark-in effect, a minor god. Too ignorant to know that he can never prevail over such a thing, he fights it and wins, and in so doing, sets the terrors of the night against him.As a reward for his success, Else is sent as a spy to the heart of the Patriarchy to direct their attention away from further ventures into the Holy Lands. Dogged by hidden enemies and faithless allies, Else witnesses senseless butchery and surprising acts of faith as he penetrates to the very heart of the Patriarchy and rides alongside their armies in a new crusade against his own people. But the Night rides with him, too, sending two of its once-human agents from the far north to assassinate him.Submerged in his role, he begins to doubt his faith, his country, even his family. As his mission careens out of control, he faces unanswerable questions about his future. It is said that God will know his own, but can one who has slain gods ever know forgiveness?

You can also get your hands on C. S. Friedman's In Conquest Born for 5.88$ here.

Here's the blurb:

In Conquest Born is the monumental science fiction epic that received unprecedented acclaim-and launched C.S. Friedman's phenomenal career. A sweeping story of two interstellar civilizations-locked in endless war, it was nominated for the John W. Campbell Award.Braxi and Azea - two interstellar civilizations fighting an endless war over a long-forgotten cause; two peoples descended from the human species and bred over countless generations to embody opposing ideals, seeking opposite paths to power.The Braxana - dominant tribe of the fierce Braxin Holding - are brilliant, powerful, and aloof from the society they rule. They were bred by their primitive forebearers to be aggressive, competitive, and secretive beyond all prior human norms. The mysteries of their internal society are legendary even among the people they rule.The Azeans - masters of genetic science - have redesigned their own race to reflect ancient ideals. Now they seek to unlock the powers of the human mind, using telepathy to penetrate where mere weapons cannot.But Zatar and Anzha - master Braxana and Azean generals - have exceeded all genetic expectations of their opposed cultures, and have made this endless war a personal vendetta. Who can say what will happen when these ultimate warriors use every power of mind and body to claim the vengeance of total conquest?

Although Jeff Salyards' debut, Scourge of the Betrayer, showed some potential, its relatively short length, uneven pace, and lack of worldbuilding precluded the book from being a truly satisfying read. Indeed, it felt as though it was only part of a novel, with a somewhat arbitrary ending that did nothing to close the show with any kind of aplomb. Not a full novel, in and of itself.

In Veil of the Deserters, the author doesn't make the same mistakes twice and this one turned out to be a better read overall. Mind you, there are pacing issues throughout the book and the first person narrative of the archivist once again leaves a lot to be desired. But this second volume resounds with a lot more depth and actually makes you eager to find out how it will all end in the upcoming final installment.

Here's the blurb:

Braylar is still poisoned by the memories of those slain by his unholy flail Bloodsounder, and attempts to counter this sickness have proven ineffectual. The Syldoonian Emperor, Cynead, has solidified his power in unprecedented ways, and Braylar and company are recalled to the capital to swear fealty. Braylar must decide if he can trust his sister, Soffjian, with the secret that is killing him. She has powerful memory magics that might be able to save him from Bloodsounder’s effects, but she has political allegiances that are not his own. Arki and others in the company try to get Soffjian and Braylar to trust one another, but politics in the capital prove to be far more complicated and dangerous than even Killcoin could predict. Deposed emperor Thumarr plots to remove the repressive Cynead, and Braylar and Soffjian are at the heart of his plans. The distance between “favored shadow agent of the emperor” and “exiled traitor” is unsurprisingly small. But it is filled with blind twists and unexpected turns. Before the journey is over, Arki will chronicle the true intentions of Emperor Cynead and Soffjian. And old enemies in Alespell may prove to be surprising allies in a conflict no one could have foreseen.

As I mentioned in my review of Scourge of the Betrayer, the comparison with Glen Cook works only so far as the structure of the tale is concerned. Both the Black Company and the Bloodsounder books are military fantasy novels narrated by the person chronicling the deeds of their respective military outfits. That's about it, though. In style, tone, and substance, both series, regardless of a few similarities, are quite disparate.

Sadly, there was virtually no worldbuilding to speak of throughout the first volume. Other than a few brief revelations regarding the Syldoon toward the end, Salyards introduced a number of what seemed to be potentially fascinating concepts and ideas, but he never followed through and elaborated on any of them. This, understandably, was a disappointment. Which was mostly due to the fact that the story is told from the first person narrative of Arkamondos, a cowardly scribe who has seldom been out and about, and who seems to have very little knowledge of the world around him. Nevertheless, I thought that Salyards kept his cards way too close to his chest in that regard, which took a lot away from the overall storytelling aspect of the book. And yet, there were a few very interesting concepts that were unveiled in the first volume, and it was good to see the author finally expand on the Deserters, the Godveil, the Memoridons, and the Syldoon themselves in this second installment. Still, as captivating as those revelations were, I wish Salyards would rely less on info-dump conversations to share that information with his readers. Problem is, Arkamondos can be so dense and innocent at times that other characters have no choice but to spoon-feed him all this info in order to relay it to the reader. For that reason, I wish this tale was seen through the eyes of multiple POV protagonists, as Arkamondos' limited perspective fails to convey the full scope of what is taking place.

As an innocent and a nerdy sort of dumbass do-gooder, Arkamondos doesn't have much going for him. The events of Scourge of the Betrayer have shaken him, and he's no longer the outsider he was when he first joined the Syldoon. Yet he is a cowardly scribe, even if desperation occasionally forces him to show some courage. He remains true to himself and his convictions throughout the novel once more, which will create some complications for him and his companions. Because of this, Salyards' main problem remains the same. Indeed, readers might have a hard time identifying with someone like that. It's all part of the premise to have such an innocent protagonist chronicle and narrate what is essentially a dark and violent tale of military fantasy. I get it. I really do. But these books are grimdark offerings for the most part and they are aimed at that particular audience. Imagine if GRRM's A Song of Ice and Fire was told solely from Sansa's perspective. Wouldn't work very well, right? Now, keeping in mind that Sansa is more badass than Arkamondos, I'm sure you understand how having the first person narrative of a clumsy coward as the only POV in this series can be a problem. Especially given the fact that these books feature a number of endearing and intriguing men and women such as Captain Braylor Killcoin, Hewspear, Mulldoos, Vendurro, Soffjian, and Skeelana. Had there been any POV sections featuring any of them, there is no doubt in my mind that Veil of the Deserters would have been a much better and multilayered read. But Jeff Salyards told me that we're stuck with Arki until the end of this trilogy, so that's that. The next series will consist of a limited number of POV protagonists, however. Looking forward to that. . .

The rhythm can be an issue at times. This second volume is not a slow-moving affair, but nor is it a page-turning adventure either. It starts strong and then becomes a bit of a travelogue as the Syldoon are forced to leave Alespell in a hurry. The pace slows down quite a bit as they embark on a side quest before traveling to Sunwrack, where they have been recalled. Veil of the Deserters features a lot more action-packed choreographed battle scenes à la R. A. Salvatore than its predecessor. Sometimes these felt unnecessary and I thought that they got in the way of the storytelling. As was the case in the first installment, I felt that the ending was a bit rushed. But it does set the stage for the finale.

Reading Veil of the Deserters made me realize that it appeared to be the missing part of Scourge of the Betrayer. As a matter of fact, if you take away some extraneous stuff and a few battle scenes here and there, every plotline could have been combined to form a single novel that would have been stronger on every level. Splitting the tale into three books so that it could be a trilogy made for a weaker first volume, methinks, one that may not succeed in enticing readers to give the second one a shot. Which is a shame, as Salyards upped his game and Veil of the Deserters shows even more promise. Time will tell if the final volume will live up to that potential.

Fans of Mark Lawrence and Joe Abercrombie, Jeff Salyards' Bloodsounder's Arc series might be for you!

I have two copies of John Birmingham's Emergence: Dave vs the Monsters for you to win, compliments of the folks at Del Rey. For more info about this title: Canada, USA, Europe.

Here's the blurb:

For fans of Jim Butcher and Kevin Hearne comes an action-packed new urban fantasy series featuring a tough, bleakly funny, down-on-his luck oil rig worker with an unlikely destiny as a monster-slayer and savior of the planet.“Monsters,” said Vince Martinelli. “There are monsters on the rig, Dave.”Dave Hooper has a hangover from hell, a horrible ex-wife, and the fangs of the IRS deep in his side. The last thing he needs is an explosion at work. A real explosion. On his off-shore oil rig.But this is no accident, and despite the news reports, Dave knows that terrorists aren’t to blame. He knows because he killed one of the things responsible.When he wakes up in a hospital bed guarded by Navy SEALs, he realizes this is more than just a bad acid trip. Yeah, Dave’s had a few. This trip is way weirder.Killing a seven-foot-tall, tattooed demon has transformed the overweight, balding safety manager into something else entirely. A foul-mouthed, beer-loving monster slayer, and humanity’s least worthy Champion.

C.S. Friedman, acclaimed author of The Coldfire Trilogy, returns to the epic style which has made her one of the most popular fantasy writers in the genre. In this first book of the trilogy, Friedman introduces readers to a world of high fantasy, replete with vampire-like magical powers, erotic interludes, treachery, war, sorcery, and a draconic creature of horrific power and evil that will have readers eagerly awaiting the next novel in the series.

Most of Glen Cook's Garrett, P.I. books can also be download for under 6$, starting with the series' opening chapter, Sweet Silver Blues, here.

Here's the blurb:

It should have been a simple job. But for Garrett, a human detective in a world of gnomes, tracking down the woman to whom his dead pal Danny left a fortune in silver is no slight task. Even with the aid of Morley, the toughest half-elf around, Garrett isn't sure he'll make it out alive from a land where magic can be murder, the dead still talk, and vampires are always hungry for human blood.

I'm giving away my ARC of Hannu Rajaniemi's Collected Fiction to one lucky winner! For more info about this title: Canada, USA, Europe.

Here's the blurb:

Inside the firewall the city is alive. Buildings breathe, cars attack, angels patrol, and hyper-intelligent pets rebel.With unbridled invention and breakneck adventure, Hannu Rajaniemi is on the cutting-edge of science fiction. His post-apocalyptic, post-cyberpunk, and post-human tales are full of exhilarating energy and unpredictable optimism.How will human nature react when the only limit to desire is creativity? When the distinction between humans and gods is as small as nanomachines—or as large as the universe? Whether the next big step in technology is 3D printing, genetic alteration, or unlimited space travel, Rajaniemi writes about what happens after.

The rules are the same as usual. You need to send an email at reviews@(no-spam)gryphonwood.net with the header "RAJANIEMI." Remember to remove the "no spam" thingy.

You can now get your hands on the digital edition of The Best of Kim Stanley Robinson for only 1.99$ here.

Here's the blurb:

Kim Stanley Robinson has been an ongoing force in the Science Fiction genre for over twenty years, with his novels (Year’s of Rice and Salt, Forty Signs of Rain) crossing over to the mainstream, and routinely appearing on the New York Times best sellers list. During the 80s and early nineties, his short fiction continued to push the boundaries of science fiction, defining the science-focused side of the science fiction genre.Award-winning editor Jonathan Strahan worked with Kim Stanley Robinson to select the stories that make up this landmark volume. In addition to these reprints, The Best of Kim Stanley Robinson features a brand-new short story, "The Timpanist of the Berlin Philharmonic, 1942."

You can now get your hands on the digital edition of Andrzej Sapkowski's The Last Wish for only 1.99$ here.

Here's the blurb:

Geralt of Rivia is a witcher. A cunning sorcerer. A merciless assassin.And a cold-blooded killer.His sole purpose: to destroy the monsters that plague the world.But not everything monstrous-looking is evil and not everything fair is good. . . and in every fairy tale there is a grain of truth.The international hit that inspired the video game: The Witcher.

You can download the first installment in K. J. Parker's The Two of the Swords serial novel for only 0.99$ here.

Here's the blurb:

"Why are we fighting this war? Because evil must be resisted, and sooner or later there comes a time when men of principle have to make a stand. Because war is good for business and it's better to die on our feet than live on our knees. Because they started it. But at this stage in the proceedings," he added, with a slightly lop-sided grin, "mostly from force of habit."A soldier with a gift for archery. A woman who kills without care. Two brothers, both unbeatable generals, now fighting for opposing armies. No one in the vast and once glorious United Empire remains untouched by the rift between East and West, and the war has been fought for as long as anyone can remember. Some still survive who know how it was started, but no one knows how it will end.This serial novel from the World Fantasy Award winning K. J. Parker is the story of a war on a grand scale, told through the eyes of its soldiers, politicians, victims and heroes. The first three parts of The Two of Swords will arrive in April 2015, with further installments to be released monthly.This is the first installment in the Two of Swords serialization.

To promote the release of the fourth volume in Melanie Rawn's Glass Thorns series, Window Wall (Canada, USA, Europe), I have a full set up for grabs, courtesy of the folks at Tor Books.

The prize pack includes:

- Touchstone
- Elsewhens
- Thornlost
- Window Wall

Here's the blurb for the last installment:

For nearly two years, Cade has been rejecting his Fae gift, his prescient Elsewhens--simply refusing to see or experience them. But the strain is driving a wedge between him and his theater troupe, Touchstone, and making him erratic on stage and off. It takes his best friend Mieka to bully Cade into accepting the visions again. But when Cade finally looks into the possible futures, he sees a royal castle blowing up, though his vision does not tell him who is responsible. But he knows that if it is in his visions, he can take action to stop it from happening. And when he finally discovers the truth, he takes the knowledge to the only man in the Kingdom who would believe him: his deadly enemy the Archduke.Melanie Rawn's delightful creation of the world of Albeyn is a place where the magical races have joined with humans in a melting pot of powers, and everyone loves the theater of magic. In Window Wall, her irrepressible cast of characters mature--at least a little. Not that they'll ever settle down.

The rules are the same as usual. You need to send an email at reviews@(no-spam)gryphonwood.net with the header "THORNS." Remember to remove the "no spam" thingy.

Joe Abercrombie just posted the beautiful cover art for the forthcoming Half a War on his website! For more info about this title: Canada, USA, Europe.

Here's the blurb:

Words are weaponsPrincess Skara has seen all she loved made blood and ashes. She is left with only words. But the right words can be as deadly as any blade. She must conquer her fears and sharpen her wits to a lethal edge if she is to reclaim her birthright.Only half a war is fought with swordsThe deep-cunning Father Yarvi has walked a long road from crippled slave to king’s minister. He has made allies of old foes and stitched together an uneasy peace. But now the ruthless Grandmother Wexen has raised the greatest army since the elves made war on God, and put Bright Yilling at its head – a man who worships no god but Death.Sometimes one must fight evil with evilSome – like Thorn Bathu and the sword-bearer Raith – are born to fight, perhaps to die. Others – like Brand the smith and Koll the wood-carver – would rather stand in the light. But when Mother War spreads her iron wings, she may cast the whole Shattered Sea into darkness.

You can now download Mark Lawrence's Prince of Fools for only 1.99$ here.

Here's the blurb:

The Red Queen is old but the kings of the Broken Empire dread her like no other. For all her reign, she has fought the long war, contested in secret, against the powers that stand behind nations, for higher stakes than land or gold. Her greatest weapon is The Silent Sister—unseen by most and unspoken of by all.The Red Queen’s grandson, Prince Jalan Kendeth—drinker, gambler, seducer of women—is one who can see The Silent Sister. Tenth in line for the throne and content with his role as a minor royal, he pretends that the hideous crone is not there. But war is coming. Witnesses claim an undead army is on the march, and the Red Queen has called on her family to defend the realm. Jal thinks it’s all a rumor—nothing that will affect him—but he is wrong.After escaping a death trap set by the Silent Sister, Jal finds his fate magically intertwined with a fierce Norse warrior. As the two undertake a journey across the Empire to undo the spell, encountering grave dangers, willing women, and an upstart prince named Jorg Ancrath along the way, Jalan gradually catches a glimmer of the truth: he and the Norseman are but pieces in a game, part of a series of moves in the long war—and the Red Queen controls the board.

You guys are aware that my attempt to read and review a self-published SFF work sort of went down the crapper last year. I felt kind of bad, because I really wanted to give an indie speculative fiction author's book a fair shot and come what may. Most of the Hotlist's readers seemed to be against the idea, maintaining that it would likely be a total waste of time, that self-published novels sucked, yada yada yada. And yet, against my better judgement, I elected to do it anyway. Perhaps I should have listened to them. . .

Indie writer Ted Cross, long-time Hotlist follower, communicated with me last fall, touching base to see if perhaps I'd be interested in giving his self-published cyberpunk tale a go since I hadn't followed through with the experience in 2014. My curiosity was piqued when I discovered that he paid 2000$ out of his own pocket to have the gorgeous cover art done by the talented Stephan Martiniere because he wanted the novel to stand out from other self-published works out there.

They say that you can't judge a book by its cover and it's true in this case. Cross mentionned that he felt it was money well-spent, that it was maybe better than investing in a developmental editor. Having read the whole thing, I beg to differ. Although it's well-written, The Immortality Game wasn't ready to be published. Which, in light of the shortcomings on which I'll soon elaborate, is why agents and editors passed on the manuscript.

Here's the blurb:

Moscow, 2138. With the world only beginning to recover from the complete societal collapse of the late 21st Century, Zoya scrapes by prepping corpses for funerals and dreams of saving enough money to have a child. When her brother forces her to bring him a mysterious package, she witnesses his murder and finds herself on the run from ruthless mobsters. Frantically trying to stay alive and save her loved ones, Zoya opens the package and discovers two unusual data cards, one that allows her to fight back against the mafia and another which may hold the key to everlasting life.

One thing that most self-published authors appear to have in common is their low opinion of professional editors. Too often they are portrayed as evil monsters whose only desire in life is to make sure that said authors never get published. A minority expound on the fact that those same editors almost never take a chance on writers whose works don't fit within the confines of any of the popular speculative fiction labels. It's true that being an editor means that they must also wear a businessman or businesswoman's hat, as it's their job to buy and put together a novel that will sell, and that if one's work seems hard to market they may pass on it. But I feel that the bulk of self-published works don't fit in that category. Agents and editors are dying to find the next big thing, or any quality read that will sell for that matter. Ask any SFF authors and they will all acknowledge how their editors made their manuscripts better. True, publishing is a tough nut to crack, but that's the way love goes. Editors are there to make sure no author will release anything less than their best effort. If editors were just fucktards on power trips bent on dominating publishing and making it their life's work to prevent indie authors from ever ending up in bookstores, big names like Richard Morgan, Joe Abercrombie, and George R. R. Martin wouldn't praise Simon Spanton, Gillian Redfearn, and Anne Groell respectively for all the positive influence they have had on their many books. Nor would Patrick Rothfuss be professing his undying love for Betsy Wollheim for all that she has done for him since he signed with Daw Books.

The truth of the matter is that the aforementioned agents and editors are probably passing on these manuscripts because they are simply unfit to be published in their current form. Ted Cross' The Immortality Game sadly falls in that category. Like many other self-published works, Cross' novel contains the seeds of what could become a good and entertaining tale. But I fear that it needs a number of revisions and is probably quite a few rewrites away from ever being adequate to catch an agent or an editor's interest. Unfortunately, like many other writers before him, instead of going back to the drawing board and diving back into this manuscript to try to fix what isn't working, Cross took the path of least resistance and elected to self-publish it.

Now, Ted Cross' The Immortality Game could well be better than the majority of self-published books out there. But that's not saying much. It is extremely well-written and it's obvious that he polished this manuscript in a professional manner. The prose is fluid and easy to read, so there is no problem in that regard. Problem is, the storylines often make no sense and the characterization is at times mediocre and so-so at best. It's in those areas of the manuscript that a developmental editor could have helped Cross immensely. Authors are often too enamored with their works and aren't necessarily the best of judges when it comes to put their finger on what works well and what doesn't. A neutral party can usually focus on the strengths and weaknesses and offer constructive feedback on such matters. And evidently, Cross' test readers didn't do a good job in that regard. . . Indeed, the flaws that prevented him from getting an agent or an editor are quite flagrant. When I asked him about it, Cross replied that his beta readers didn't point out any such flaws. In which case, they did him a disservice. Needless to say, spending that 2000$ to hire an editor would have been a much better investment.

It appears that Cross wanted this one to read like a page-turning cyberpunk technothriller. Hence, for the sake of a crisp rhythm, it looks as though the worldbuilding was kept to a bare minimum. Trouble is, this robbed the story of any sort of depth, which doesn't work very well. Finding the right balance between good storytelling and a quick-moving pace can be tricky. But Ted Cross failed in that particular endeavor. The backdrop of this tale is a near-future world in which the proverbial shit has hit the fan. The bulk of the novel takes place in Russia, where various war lords have taken control of the country. On the other side of the Atlantic, it appears that Mormons now control a vast chunk of the USA. There are a few mentions of the Dark Times, the period during which everything collapsed around the world, but nothing which could give us a better grasp of what actually took place and why things are as they are now in 2138.

What truly killed the book for me was the characterization, especially the dialogue. The narrative itself isn't bad, but things immediately go downhill as soon as characters start to talk or think. To my dismay, the dialogue is full of exchanges worthy of B-movies featuring Steven Seagal or Jean-Claude Van Damme. Yes, it's that bad, especially any back-and-forth involving the scientist Tyoma or the mobster Tavik. I'm pretty sure that this is not what Ted Cross was aiming for. At first I thought that perhaps it was just me, so I did a copy-and-paste of a few scenes and sent them to six of my friends who are avid readers. I told them that I was beta reading a manuscript for my agent and didn't tell them that this was a self-published book that was already on the market. They (3 men and 3 women) opined that the dialogue was atrocious and the monologues going on inside the characters' mind brutal. Five out of six of them alluded to the B-movie-esque style of the exchanges, while another mentioned seeing better dialogue in a porn flick. . . Unless Cross was looking for something that could reach even the lowest common denominator, the dialogue truly kills this novel. Another major shortcoming of The Immortality Game is that the two main protagonists, Zoya and Marcus, never act the way genuine people would. I wouldn't call them dumb, but they excercise absolutely no judgement throughout the tale. They always make the wrong decision, and everything feels contrived to keep the story moving in the direction the author is aiming for. Unfortunately, by doing so they make the teenage cast of a Friday the 13th installment --you know, the ones running around almost naked, going down a dark cellar with the lights off, and getting murdered in the dumbest ways-- look like absolute geniuses. The storylines often make absolutely no sense. Especially Zoya's; this girl has such poor decision-making skills that she gets almost everyone she loves killed. And Marcus, sad puppie that he is, just goes along on this mad quest, putting his own life at risk at every turn for a girl he met a few hours before. The whole thing doesn't ring true and is hard to follow as nothing makes sense from the beginning. This is definitely something that an editor could have helped fix.

Another problem with The Immortality Game is that I feel it's a case of Cross biting off more than he could chew. His attempt to weave together this impossible love story with the cloning/immortality plotline, all the while involving the army and the Russian mafia, was just a bit too much. By exploring those various plotlines, the extraneous is often brought to the forefront and it feels as though the author often loses track of what matters. Once more, this is something an editor could have helped fix.

In the end, The Immortality Game is obviously Ted Cross' love child. It's the kind of tale he obviously loves and wants to read. And that's the kicker. His love for this story blinds him to its shortcomings and prevents him from seeing what's wrong with it. He came up with an interesting premise and the whole thing shows signs that with more work it could be a compelling and entertaining read. But in its current form, those shortcomings simply make it impossible for the book to stand well on its own. As such, paying 2000$ for that Martiniere cover turned out to be a mistake. He would have been better served with the services of an editor who would have helped him clean up his manucript and make everything better.

Normally, I would have stopped reading because I hate to waste time on inferior SFF works when my plate is already full with works from established authors. But I went public and I said I would do this, and I promised Cross to give his book a shot. I hate to give something a bad score, but the truth of the matter is that The Immortality Game wasn't ready to be published. It shows potential, true, but it's a number of rewrites away from being good enough to be read at large. Barring an editor, Ted Cross needs a number of honest and objective beta readers who are not afraid to tell him what doesn't work with his manuscripts. This guy has talent and good ideas. It's in the execution that he needs to improve.

The final verdict: 4/10

Thus ends my probably ill-advised self-published experiment. Hence, for better or worse, I will not be reading any other books by indie authors. . .

For a limited time only, you can once again download The World of Ice and Fire: The Untold History of Westeros and the Game of Thrones at a discount! You can now get your hands on it for only 10.60$ here! It's a must read for all the big ASOIAF fans out there!

Here's the blurb:

THE NEVER-BEFORE-SEEN HISTORY OF WESTEROS AND THE LANDS BEYOND • WITH HUNDREDS OF PAGES OF ALL-NEW MATERIAL FROM GEORGE R. R. MARTINIf the past is prologue, then George R. R. Martin’s masterwork—the most inventive and entertaining fantasy saga of our time—warrants one hell of an introduction. At long last, it has arrived with The World of Ice & Fire.This lavishly illustrated volume is a comprehensive history of the Seven Kingdoms, providing vividly constructed accounts of the epic battles, bitter rivalries, and daring rebellions that lead to the events of A Song of Ice and Fire and HBO’s Game of Thrones. In a collaboration that’s been years in the making, Martin has teamed with Elio M. García, Jr., and Linda Antonsson, the founders of the renowned fan site Westeros.org—perhaps the only people who know this world almost as well as its visionary creator.Collected here is all the accumulated knowledge, scholarly speculation, and inherited folk tales of maesters and septons, maegi and singers, including• full-color artwork and maps, with more than 170 original pieces• full family trees for Houses Stark, Lannister, and Targaryen• in-depth explorations of the history and culture of Westeros• 100% all-new material, more than half of which Martin wrote specifically for this bookThe definitive companion piece to George R. R. Martin’s dazzlingly conceived universe, The World of Ice & Fire is indeed proof that the pen is mightier than a storm of swords.

For a limited time only, you can download Kazuo Ishiguro’s The Buried Giant for only 5.99$ here.

Here's the blurb:

The Romans have long since departed and Britain is steadily declining into ruin. But, at least, the wars that once ravaged the country have ceased. Axl and Beatrice, a couple of elderly Britons, decide that now is the time, finally, for them to set off across this troubled land of mist and rain to find the son they have not seen for years, the son they can scarcely remember. They know they will face many hazards—some strange and otherworldly—but they cannot foresee how their journey will reveal to them the dark and forgotten corners of their love for each other. Nor can they foresee that they will be joined on their journey by a Saxon warrior, his orphan charge, and a knight—each of them, like Axl and Beatrice, lost in some way to his own past, but drawn inexorably toward the comfort, and the burden, of the fullness of a life’s memories.Sometimes savage, sometimes mysterious, always intensely moving, Kazuo Ishiguro’s first novel in a decade tells a luminous story about the act of forgetting and the power of memory, a resonant tale of love, vengeance, and war.

Most of the Dresden Files graphic novels from Dynamite Entertainment are available for 1.99$ each! You can download Jim Butcher's Welcome to the Junglehere.

Here's the blurb:

This original story is set in the New York Times-bestselling world of Jim Butcher's Dresden Files, and is scripted by Butcher himself! When the supernatural world goes out of control, there's only one man to call: Harry Dresden, the only professional wizard in the Chicago phonebook.

For a limited time, you can download Janny Wurts' Curse of the Mistwraith for only 0.99$ here.

Here's the blurb:

The stunning first volume in Janny Wurts’s epic tale of two half-brothers cursed to life-long enmity.

The world of Athera lives in eternal fog, its skies obscured by the malevolent Mistwraith. Only the combined powers of two half-brothers can challenge the Mistwraith’s stranglehold: Arithon, Master of Shadow and Lysaer, Lord of Light.

Arithon and Lysaer will find that they are inescapably bound inside a pattern of events dictated by their own deepest convictions. Yet there is more at stake than one battle with the Mistwraith – as the sorcerers of the Fellowship of Seven know well. For between them the half-brothers hold the balance of the world, its harmony and its future, in their hands.

Thanks to the generosity of the folks at Saga Press, I have a copy of Ken Liu's The Grace of Kings up for grabs. For more info about this title: Canada, USA, Europe.

Here's the blurb:

Two men rebel together against tyranny—and then become rivals—in this first sweeping book of an epic fantasy series from Ken Liu, recipient of Hugo, Nebula, and World Fantasy awards.Wily, charming Kuni Garu, a bandit, and stern, fearless Mata Zyndu, the son of a deposed duke, seem like polar opposites. Yet, in the uprising against the emperor, the two quickly become the best of friends after a series of adventures fighting against vast conscripted armies, silk-draped airships, and shapeshifting gods. Once the emperor has been overthrown, however, they each find themselves the leader of separate factions—two sides with very different ideas about how the world should be run and the meaning of justice.Fans of intrigue, intimate plots, and action will find a new series to embrace in the Dandelion Dynasty.

The rules are the same as usual. You need to send an email at reviews@(no-spam)gryphonwood.net with the header "GRACE." Remember to remove the "no spam" thingy.

You can now download Miles Cameron's The Red Knight for only 1.99$ here.

Here's the blurb:

This is a world dominated by The Wild.Man lives in pockets of civilisation claimed from The Wild. Within men's walls life is civilised, the peace punctuated by tournaments, politicking, courtly love and canny business. Beyond those walls men are prey - vulnerable to the exceptionally powerful and dangerous creatures which populate the land, and even more vulnerable to those creatures schemes.So when one of those creatures breaks out of The Wild and begins preying on people in their homes, it takes a specialist to hunt it down or drive it out . . . and even then, it's a long, difficult and extremely dangerous job.The Black Captain and his men are one such group of specialists.They have no idea what they're about to face . . .Forget George and the Dragon. Forget Sir Lancelot and tales of Knightly exploits. This is dirty, bloody work. This is violent, visceral action. This is a mercenary knight as you've never seen one before.

Thanks to the folks at Harper Voyager, here's an extract from Peter Newman's The Vagrant. For more info about this title: Canada, USA, Europe.

Here's the blurb:

Years have passed since humanity’s destruction emerged from the Breach.Friendless and alone he walks across a desolate, war-torn landscape.As each day passes the world tumbles further into depravity, bent and twisted by the new order, corrupted by the Usurper, the enemy, and his infernal horde.His purpose is to reach the Shining City, last bastion of the human race, and deliver the only weapon that may make a difference in the ongoing war.What little hope remains is dying. Abandoned by its leader, The Seven, and its heroes, The Seraph Knights, the last defences of a once great civilisation are crumbling into dust.But the Shining City is far away and the world is a very dangerous place.

Enjoy!
----------------------

Starlight gives way to bolder neon. Signs muscle in on all sides, brightly welcoming each arrival to New Horizon.

The Vagrant does not notice; his gaze fixes on the ground ahead.

People litter the streets like living waste, their eyes as hollow as their laughter. Voices beg and hands grasp, needy, aggressive.

The Vagrant does not notice and walks on, clasping his coat tightly at the neck.

Excited shouts draw a crowd ahead. A mixture of half-bloods and pimps, dealers and spectators gather in force. Platforms rise up in the street, unsteady on legs of salvaged metal. Wire cages sit on top. Within, shivering forms squat, waiting to be sold. For some of the assembled, the flesh auction provides new slaves, for others, fresh meat.

Unnoticed in the commotion, the Vagrant travels on.

The centre of New Horizon is dominated by a vast scrap yard dubbed ‘The Iron Mountain’, a legacy from the war. At its heart is the gutted corpse of a fallen sky-ship; its cargo of tanks and fighters has spilled out in the crash, forming a skirt of scattered metal at the mountain’s base.

Always opportunistic, the inhabitants of New Horizon have tunnelled out its insides to create living spaces and shops, selling on the sky-ship’s treasures. Scavenged lamps hang, colouring the shadows.

One tunnel is illuminated by a glowing hoop, off-white and erratic. In the pale light, the low ceiling is the colour of curdled milk.

Awkwardly, the Vagrant enters, bending his legs and bowing his head, his back held straight. Corrugated shelves line the walls, packed with bottles, tins and tubes. The owner of the rusting cave hunches on the floor, cleaning a syringe with a ragged cloth. He appraises the Vagrant with a bloodshot eye.

‘A new customer?’

The Vagrant nods.

Syringe and cloth are swiftly tucked away and yellowing fingers rub together. ‘Ah, welcome, welcome. I am Doctor Zero. I take it you’ve heard of me?’

The Vagrant nods.

‘Of course you have, that’s why you’re here. Well, what can I get you? You look tired. I have the finest selection of uppers this side of the Breach, or perhaps something to escape with?’ His eyes twinkle, sleazy, seductive.

One hand still on his collar, the Vagrant’s amber eyes roam the shelves. They alight on a small jar, its label faded to a uniform grey.

‘Ah, a discerning customer,’ says Doctor Zero, impressed. ‘Rare to have somebody who knows what they’re looking for. Most of the rabble I get through here can’t tell the difference between stardust and sawdust.’ He picks up the jar, flicking something sticky from the lid. ‘I assume whoever sent you appreciates the scarcity of good medicine … and the cost.’

In answer, the Vagrant kneels and places two platinum coins on the ground, sliding them across the floor towards the Doctor.

‘I hope you aren’t trying to trick me,’ the Doctor replies, picking them up and tapping each one in turn with his finger. The coins vibrate and a brief two-note duet fills the cramped space. For a moment neither speak, both moved to other memories by the sound.

Doctor Zero holds them to the light, the clean discs incongruous with his sallow skin. ‘My apologies,’ he says, handing the jar over quickly, hoping no change will be asked for. ‘And if you have any other needs, don’t hesitate to come back.’

Doctor Zero watches the Vagrant go, his fingers twisting together, untwisting and twisting again. He picks up the syringe and, after a moment’s deliberation, pricks his finger on it, wincing at the little stab of pain. A bead of blood appears on the end of his finger. He waits until it has grown to the size of a small pea and then whispers his message.

The Vagrant makes his way towards the city gates, famous for always being open. The Demagogue, demonic caretaker of the city, claims this is because New Horizon admits anyone, a lie to conceal their dysfunction. The great engines that control the gates are silent, critical parts stolen or broken long ago.

Beggars’ cries mix with heavy drumming and the taste of sweat. A girl, aged prematurely by life, pulls at the Vagrant’s arm. ‘Ey, you come from Zero’s? You wanna share?’ She runs a hand over her curveless frame. ‘You give me high, I give you ride. Big high, big ride.’ The Vagrant stops, looking at her hand until she withdraws it. He walks on, the girl’s stream of curses following after.

A large, hound-like animal sits on its haunches, square in the middle of the road. Tainted by infernal influence, it is larger than its ancestors, fearsome, ferocious, a Dogspawn. No Handler is in sight and the usually easy-going wastrels of New Horizon give it a wide berth.

The Vagrant does the same.

It watches him with mismatched eyes. One canine, black in the poor light, unreadable, but the other human one: it flickers in recognition. Somewhere outside the city a Handler watches, viewing the wanderer through their swapped orbs.

For a time, both are still and the crowd follows the lead of the fading stars above, retreating, one by one into the darkness.

The Dogspawn pants heavily, its foul breath adding to the thick cocktail of smoke and rot that passes for New Horizon’s air.

The Vagrant does not run. There is no point. Over the years, desperate prey has tried many things to hide its scent from these half-breeds: perfume, mud, excrement, even the blood of another member of the Dogspawn’s pack.

All fail.

The hunters do not track the body’s scent. The Vagrant knows this: it is why the rest of the pack and their Handlers lie dead.

With a growl, the Dogspawn stands up, refuse clinging to blood-crusted legs. It pads forward with difficulty, dragging itself through the muck.

The Vagrant watches, unmoving.

Eight metres from him, the Dogspawn leaps. It is a weak gesture, a mere suggestion of its usual power.

The Vagrant steps back, leaving it to sprawl exhausted at his feet. Its flanks heave, gasping and ragged. Blackish blood dribbles from its rear. Soon, it will die. The growls soften, become a whine which gives way to a fading, wheezy pant.

The Vagrant steps around the body but the Dogspawn is not quite dead. It snaps at him with the last of its strength, too slow to catch his ankle, but the long teeth snare his coat.

The Vagrant pulls at it, once, twice, the Dogspawn glaring at him through half-closed eyes. Its jaws stay locked onto the worn material in a last act of defiance. The Vagrant continues to pull: harder and more urgently until fabric tears on teeth. He pulls free but there is a cost, his coat is opened by the struggle.

The Dogspawn’s eyes open one final time, widening at what is revealed.

In the crook of his arm, a baby sleeps, oblivious; chubby cheeks are dusted with fever spots. A sword hangs at the Vagrant’s side, a single eye glaring from the crosspiece. It returns the Dogspawn’s dying stare, peering beyond to find the tether of essence that will lead to its tainted Handler.

Swiftly, the Vagrant walks towards the great gates of New Horizon, pulling his coat about him once more.

The rust-bruised gates loom high, thick chains frozen along their length. To their right is a watchtower, ruined, its broken roof hanging from defunct cables.

The Vagrant passes under its shadow and over the city’s boundary, walking purposefully into the gloom beyond.

Chunks of rock jut out across the barren landscape, a row of giant’s teeth. Repeated bombardments and exposure to poisonous demonic energies have taken their toll on the environment. Craters pepper the ground like pockmarks. There are no trees, no colour and little life to be seen. The Blasted Lands are named without irony.

From nearby a cry rings out, quickly muffled. It is enough. The Vagrant turns and moves toward the sound.

Behind a jagged slab of stone sits the Handler cradling his head. His dark animal eye has necrosed in his skull, making nerve endings scream. The Handler does not know he is found.

The Vagrant crouches, carefully lays the baby in the dust. He stands slowly, his blade singing as it tastes the air.

Now the Handler realizes. He scrabbles backwards, promises babbling from his lips until the Vagrant’s shadow covers him.

A big fan of L. E. Modesitt, jr.'s Recluce saga for over two decades, it was with pleasure that I read the latest Recluce installment, Heritage of Cyador. This is the second volume in a two-part cycle chronicling the faith of the survivors of the fall of Cyador, having now re-established themselves in the small country of Cigoerne on the continent of Hamor. It begins just a few months following the events which marked the end of the previous novel, Cyador's Heirs. And as such, it's not a good jumping point for new readers wishing to get acquainted with the series. Indeed, this one is for long-time Recluce fans only.

As was the case with its predecessor, Heritage of Cyador helps flesh out the societies of Hamor, focusing on the events and the people that left an indelible mark on the continent's history. On the other hand, in style and tone this second installment is more a military fantasy offering, what with the entire novel dealing with the threat of the Heldyan invasion and the repercussions a victory by the foreign monarch would have on both Afrit and Cigoerne.

Here's the blurb:

From New York Times bestselling author L.E. Modesitt comes Heritage of Cyador, the new novel in the Saga of Recluce.Scarcely a year after the events of Cyador’s Heirs, Lerial uses his mastery of Order and Chaos, the competing natural forces that shape his world and define the magic that exists within it, to utterly destroy an Afritan military force crossing into Cigoerne.Five years later, Lerial, now an overcaptain and a field commander of Cigoerne’s Mirror Lancers, must lead three companies of troops into Afrit on a mission of mutual interest: neighboring Heldya is threatening to invade Afrit, and if that nation falls, Cigoerne is certain to be next.The mission is both delicate and dangerous; Lerial’s value in the effort to repelling Heldya is undeniable, but his troubled history against Afrit may reopen old wounds that will never truly heal.

Worldbuilding always plays a big role in any Recluce book and it's no different in this one. In Cyador's Heirs, I really enjoyed how Modesitt filled in the many blanks and elaborated on how the late Empress brought the surviving Mirror Lancers, the Magi'i, and other survivors into the last fireship and fled Cyador to establish themselves in what would one eventually become Cigoerne. Heritage of Cyador focuses on Lerial and his troops as they try to help stave off the Heldyan invasion without sacrifing too many of his men. Moreover, as the son of Duke Kiedron and a superior military commander in his own right, he must do his best not to ruffle any feathers, both among the Afritan officers and the members of the nobility. And yet, the more time he spends defending first Luba and then Swartheld, the more Lerial discovers that the wealthy merchanter class could well be the worst threat to Afrit, not Heldya. Amid betrayal and corruption allegations, it appears that all is lost and it's up to Lerial, a stranger in a strange land, to find a way to help turn the tide.

The author continues to explore the relationship between Order and Chaos, one of the trademarks of this saga. Being able to manipulate both Order and Chaos forces Lerial to test the limits of what he can do, often with shocking results. With no one to teach him, Lerial, obviously a Gray Mage, must push himself like never before, and thus put his life on the line in an attempt to prevent Swartheld, and the rest of Afrit, from falling to the enemy. Unfortunately, we don't learn as much as I would have liked about Lerial's growing abilities. With overwhelming odds stacked against him at every turn, Lerial is forced to react and try to save himself and his men, often coming out of the ordeal with his own life hanging by a thread.

In terms of characterization, Lerial understandably takes center stage. With feminism and the emancipation of women being two important Recluce themes, Haesychya, Duke Atroyan's Consort, and Kyedra, their daughter, also have big roles to play in this book. Emerya, a powerful Healer and Lerial's aunt, is another key protagonist. As far as the Afritan military is concerned, Rhamuel, Arms-Commander of Afrit, is the only one that truly stands out amidst all the corrupted or inept officers.

Modesitt's books are never fast-paced affairs and Heritage of Cyador is no exception. The Recluce recipe is simple: you follow the main character as he or she must learn, experiment, and puzzle out ways to escape a number of predicaments before the finale. In that respect, the 18th volume in the saga follows Modesitt's Recluce recipe like its predecessors and long-time fans end up with a another satisfying read. Having said that, I must point out that you can pretty much see the end coming from the middle part of the novel. You can't tell exactly how it will come about, but everything points in that direction. That was a bit of a disappointment, as the author habitually keeps his card closer to his chest and does a better job concealing what he has in store for his readers. That doesn't necessarily take anything away from the overall reading experience, but it does rob Heritage of Cyador of any kind of "punch" to cap off the ending of the book.

When all is said and done, Heritage of Cyador is another quality read by L. E. Modesitt, jr. Intelligent, thoughtful, action-packed, and entertaining without any unnecessary bells and whistles, once more this is adult fantasy by an author in perfect control of his craft and his universe.

For a limited time, you can get your hands on the digital edition of Peter V. Brett's The Great Bazaar and Other Stories for only 2.99$ here.

Here's the blurb:

Humanity has been brought to the brink of extinction. Each night, the world is overrun by demons—bloodthirsty creatures of nightmare that have been hunting and killing humanity for over 300 years. A scant few hamlets and half-starved city-states are all that remain of a once proud civilization, and it is only by hiding behind wards, ancient symbols with the power to repel the demons, that they survive. A handful of Messengers brave the night to keep the lines of communication open between the increasingly isolated populace.But there was a time when the demons were not so bold. A time when wards did more than hold the demons at bay. They allowed man to fight back, and to win. Messenger Arlen Bales will search anywhere, dare anything, to return this magic to the world.Abban, a merchant in the Great Bazaar of Krasia, purports to sell everything a man’s heart could desire, including, perhaps, the key to Arlen’s quest.In addition to the title novelette, The Great Bazaar and Other Stories contains a number of scenes not included in The Painted Man (published in the US as The Warded Man) as well as a glossary and a grimoire, making it an essential guide to one of the most exciting epic fantasy series currently being published.

You can also get your hands on Messenger's Legacy for the same price here.

Here's the blurb:

Humanity has been brought to the brink of extinction. Each night, the world is overrun by demons—bloodthirsty creatures of nightmare that have been hunting the surface for over 300 years. A scant few hamlets and half-starved city-states are all that remain of a once proud civilization, and it is only by hiding behind wards, ancient symbols with the power to repel the demons, that they survive. A handful of Messengers brave the night to keep the lines of communication open between the increasingly isolated populace.Briar Damaj is a boy of six in the small village of Bogton. Half Krasian, the village children call him Mudboy for his dark skin. When tragedy strikes, Briar decides the town is better off without him, fleeing into the bog with nothing but his wits and a bit of herb lore to protect him.After twenty years, Ragen Messenger has agreed to retire and pass on his route to his protégé, Arlen Bales. But for all that he’s earned the rest, he has no idea what to do with the rest of his life. When he learns Briar, the son of an old friend, is missing, Ragen is willing to risk any danger to bring him safely home.Messenger's Legacy will be amply illustrated by Lauren K. Cannon, with different dust jackets for the trade and limited editions, nine full-page interior black-and-white illustrations, and a full-color frontispiece exclusive to the limited edition.

You can now download Douglas E. Richards' BrainWeb for only 1.99$ here.

Here's the blurb:

When the Academy Awards become the target of a brutal terror attack, only one man can stave off massive bloodshed.MIND'S EYE, the novel that introduced Nick Hall, was a runaway Kindle bestseller. Now Hall returns in a riveting stand-alone thriller, set in an Internet future that is just around the corner. From the New York Times bestselling author of WIRED.Nick Hall, an unwilling recipient of brain implants, can surf the Web with his thoughts and read minds. And while this makes him one of the most formidable men on earth, he is determined to stay off the grid.But when terrorists seize control of the Academy Awards and vow to butcher the world's most beloved stars, one by one, in front of an international television audience, Hall is forced to reveal his astonishing capabilities.Now, power players around the world will stop at nothing to capture him. And as the secretive group working with Hall begins to unravel, he is sure of only two things: he has been betrayed by someone close to him. And the stakes he is playing for could not be any higher . . .Based on actual research on thought-controlled Web surfing, BrainWeb is a smart thriller that raises a number of intriguing possibilities about a future that is rapidly approaching.